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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 08-28-2005, 02:37 AM   #11 (permalink)
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Now get rid of those power plants and do this -

[NEGLAMP]
LightIntensity=0
Power=10000

And put a NEGLAMP on the edge of the map beyond the blue lines.
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Old 08-28-2005, 07:13 AM   #12 (permalink)
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Also give it Invisible=yes and Invulnerable=yes, and perhaps RadarVisible=no/RadarInvisible=yes too
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Old 08-28-2005, 07:16 AM   #13 (permalink)
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Quote:
put a NEGLAMP on the edge of the map beyond the blue lines.
You can't see stuff that' behind the blue line, when you're in-game...
Also, Invulnerable= does not exist. You're looking for Immune=.
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Old 08-28-2005, 10:31 AM   #14 (permalink)
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Well meh for my memory :lol:

But it won't hurt to make it invisible, would it?
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Old 08-28-2005, 03:35 PM   #15 (permalink)
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It already is.
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Old 08-28-2005, 10:55 PM   #16 (permalink)
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Meh again for my memory...

But it won't hurt for him to just notice that tag while he's looking at it, won't it? (getting desperate here)
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Old 08-29-2005, 02:47 AM   #17 (permalink)
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There's 2 ways to look at map mods.

One is to consider the map to be used with the standard game, in which case all that's needed is to provide code for only the things that are being changed. That's the most efficient, and that's the tags I provided

The other is to consider the map as it would be used with every possible mod out there, in which case it would be a good idea to define things that goofy modders might change. Now what might a modder change for the negative lamp post? Probably nothing (which is why I selected that one). But maybe it might be made buildable. So yeah InvisibleInGame=yes would be nice to define, as would TechLevel=-1 or 11, and AIBuildThis=no, and Primary=none
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Old 08-30-2005, 05:24 AM   #18 (permalink)
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TechLevel=-1 is best because a modder might choose to change the default tech level past 10.

something i want PD to work on is the ability to enable a bar to select tech level for multiplayer games and skirmishes. like it used to be in red alert.

also some multi-engineers tag. and there was another tag, but i forgot.

oh yer, a need silos tag to enable silos (So even if you had silos in a mod you could turn them off) activatable by a rules tag, if he ever got silo code working.

PD will probably never get round to these things though.
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Old 08-30-2005, 05:57 AM   #19 (permalink)
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You know, I would really hate to be in PD's shoes. But I do admire his vigilance
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Old 08-30-2005, 06:44 AM   #20 (permalink)
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PD hates his shoes, thats why he quit.

atleast for a while. 1.06 is great progress for the timespan.
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